﻿

using UnityEngine;
using System.Collections;

public class UnitInfo{
    
    int Id;                         //id
	string Name;                    //이름
    int Level;                      //레벨
    int RD;                         //레어도 (RareDegree)
    int EXP;                        //경험치
    int CED;                        //캐릭터 강화도 (CaracterEnhanceDegree)
    int RemainCP;                   //남은 특성포인트 (RemainCharcterPoint)
    int MaxCP;                      //최대 특성포인트 (MaxCharaterPoint)
    int[] CP = new int[5];          //특성1 ~ 5 / 특성레벨(고정)
    int SkinNum;                    //현재스킨
    int EN_RightHand;               //장비(오른손) /강화레벨 (EquipmentNum)
    int EN_LeftHand;                //장비(왼손) / 강화레벨
    int HP;                         //HP
    int DEF;                        //방어도
    int AGG;                        //주목도 (Aggressicve)
    int RES;                        //저항력 (Resistance)
    int AttType;                    //공격타입
    int Att;                        //공격력
    int Criticality;                //치명타 보정 (Criticality)
//공격 호응도  ??
//방어 호응도  ??
    int Priority;                   //우선권
//선호특성(~5)
//기피특성(~5)

    /*
     public short lv;
	#region 기본 능력치
	public short[] BaseStat { get; protected set; }
	public ClassType cls;
	#endregion

	#region 전투 능력치
	private float hp;
	public int[] BattleStatRaw;
	public DataDouble<float>[] BattleStat { get; protected set; }

	public DataDouble<float> AttackPMin { get { return BattleStat[0]; } set { BattleStat[0] = value; } }
	public DataDouble<float> AttackPMax { get { return BattleStat[1]; } set { BattleStat[1] = value; } }
	public DataDouble<float> DefenseP { get { return BattleStat[2]; } set { BattleStat[2] = value; } }
	public DataDouble<float> AttackMMin { get { return BattleStat[3]; } set { BattleStat[3] = value; } }
	public DataDouble<float> AttackMMax { get { return BattleStat[4]; } set { BattleStat[4] = value; } }
	public DataDouble<float> DefenseM { get { return BattleStat[5]; } set { BattleStat[5] = value; } }
	public float Hp { get { return hp; } set { hp = value; hp = Util.Clamp(hp, 0f, HpMax[1]); } }
	public DataDouble<float> HpMax { get { return BattleStat[6]; } set { BattleStat[6] = value; } }
	public DataDouble<float> Crit { get { return BattleStat[7]; } set { BattleStat[7] = value; } }
	public DataDouble<float> MasteryP { get { return BattleStat[8]; } set { BattleStat[8] = value; } }
	public DataDouble<float> MasteryM { get { return BattleStat[9]; } set { BattleStat[9] = value; } }
	public DataDouble<byte> aggro;
	public DataDouble<float> atkSpeed;
	public short itemType;
	public byte isMove;

	public short attackType;
	public int atkPower;
	public short[] defPower;
	public int initiative;
	public short rage;
	#endregion

	public short[] combatskill { get; protected set; } */
}
